kasper lapp gyom - sitdown-games.com

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Kasper Lapp Gyom

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Page 1: Kasper Lapp Gyom - sitdown-games.com

Kasper Lapp

Gyom

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CONCEPT OF THIS EXPANSION

CONTENTS

This expansion is designed to increase interaction in Magic Maze and

make it a semi-cooperative game. Each player receives a secret role,

possibly becoming a traitor, or getting a secret mission, or following

their own special rules.

Like Magic Maze, this expansion is divided into five difficulty levels so you

can learn the game gradually.

We suggest that you start by adding this expansion to a level of the base

game at which you are able to succeed (but it must be at least Scenario 3).

Later, you can include this expansion with the other levels and expansions.

Note: Some cards are not fully compatible with Scenarios 8 – 17 of the

base game.

So you can maximize your delight in discovering the cards as you go, please do not read them before they are played.

Note: Although it is inspired by secret identity games, this expansion

offers no time for lenghty discussions: The influences and lies will

appear in your actions rather than your words.

THERE IS A TRAITOR AMONG YOU (A CARDS)

LEVEL 1

➙ 53 Role cards

➙ 1 “I’ve got my eye on you” card

➙ 2 warning cards

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ABCD

Don’t let the heroes escape with the items,

but don’t let your treachery be discovered, either!

Traitor

AB

Comme d’habitude,dérobez les objets puis fuyez !

Héros

THERE IS A TRAITOR AMONG YOU (A CARDS)

Select as many cards marked A as there are players, one of which must be a traitor; the others must be heroes. Shuffle these cards

and deal one face down to each player. Secretly look at your card.

Place the “I’ve got my eye on you” card where everyone

can reach it, just like the “Do something!” pawn.

Hero Cards

If you have a Hero card, your goal is the same as

usual: Collect the items and leave before the timer

becomes completely empty. But the traitor will

try to stop you…

Traitor Card

If you have the Traitor card, your goal is to make

the heroes fail without revealing yourself. You win

if the timer runs out completely, or if an accusation

against a hero is validated (explained later).

AB

As usual,steal the items and escape!

Hero

LEVEL 1

3

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Accusing a Player

At any time, even when you normally cannot communicate, you can

accuse a player of being the traitor. To do this, point at the player you

wish to accuse, and say, “Traitor!”.

Everyone else, except the accused, has 5 seconds to show their agreement

with a thumbs-up, or their disagreement with a thumbs-down. If you

make the accusation during a moment in which communication is allowed,

you are welcome to justify your accusation or sway the vote (you might

want to do this before making the formal accusation).

The game does not pause during a vote.

Accusation RejectedIf at least one player disagrees, or fails to answer within the allotted time,

your accusation is unsuccessful, and the game continues.

Accusation ValidatedIf everyone, except the accused of course, gives a thumbs-

up, your accusation is validated. The accused player

immediately reveals their Role card.

If the accused was indeed the traitor, that player is

eliminated from the game. In this case, once your

accusation is completely resolved, you,

as the accuser, may flip the sand timer if

you wish, even if it ran out completely

during the accusation process.

If the accused was a hero, the game

ends immediately, and the traitor wins.

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EliminationWhen you are eliminated, give your Action tile to the player on your left,

who now must also control the additional actions.

In later levels, more than one player could be eliminated. If a player

already controls multiple Action tiles, they pass the new tile(s) to the

left, and so on until the Action tiles are distributed as evenly as possible.

Note: When someone flips the sand timer, each player passes all of their

Action tiles to the left.

Example of a situationThe traitor is the only player who can move a Hero pawn onto an Sand Timer

space, but is not doing so. Just before the sand timer runs out, another

player understands what is happening. She points at him and calls out,

“Traitor!” The sand timer runs out, but everyone else agrees, validating

the accusation. The traitor is unmasked and eliminated; he passes his

Action tile to the player on his left. The accuser flips the sand timer over

for free (this is optional, but there’s no time left, so she does it). Then

everyone passes their Action tiles to the left, and the game continues.

“I’ve got my eye on you!”To avoid accusing a player prematurely, you can

use the “I’ve got my eye on you!” card. At any

time, you can take the card and place it in front of

a player as a warning, to indicate that the player

seems suspicious to you, and you invite others

to keep a close eye on this one.

You are ready to play your first game with a traitor!

5

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Select all of the cards marked B (8 heroes and 3 traitors). Shuffle them and deal one face down to each player. Put away the rest of the cards;

you will not need them. Secretly look at your card.

This means there are 0 – 3 traitors in the game!

Accusing Multiple PlayersAt any time, you can accuse multiple players at the same time. To do this,

point out the players you wish to accuse, and say, “Traitors!”.

As with a single accusation, everyone who

is not involved must agree with your

accusation in order to validate it.

If your accusation is validated,

and they are all traitors, they

all are eliminated from the

game; however, if there is even

one hero among the accused,

the traitors win the game.

MULTIPLE TRAITORS… COULD BE! (B CARDS)

LEVEL 2

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MULTIPLE TRAITORS… COULD BE! (B CARDS)

LEVEL 2Abandoning the HeistAn accusation must always be approved by at least one other player to

be validated; however, if you are the only hero in the game, your only

chance to win is abandoning the heist.

Abandoning the heist is only possible if you are a hero, and it must be done

before the theft occurs. All you have to do is announce, “I’m abandoning

the heist!” and reveal your Role card. The other players must then also

reveal their card.

If you indeed were the only hero, you win the game. If there was at least

one other hero, the traitors win the game.

PhantomsFrom now on, when you, as a traitor, are eliminated by an accusation during

the game, you become a phantom and can still claim a partial victory if

the heroes lose the game. Keep your face-up Role card in front of you.

As a phantom, you can speak freely when no communication is allowed.

Use this to taunt the others, and to sow confusion; however, you can

neither raise your voice nor make gestures.

Inversely, you must remain silent during communication phases.

Tip: Add more Mall tiles to your games if the heroes win too often; play

with fewer tiles if the traitors win too often.

You can also increase the difficulty for the heroes by starting with

an Out of Order token on the first Sand Timer space (the one on

the starting tile). This will result in shorter games.

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Select all of the cards marked C (including the 3 traitors). Shuffle them and deal one face down to each player. Secretly look at your card.

There are 0 – 3 traitors in the game.

Check the lower part of the card for any conditions, such

as “4 players and more” or specific elements being part of

the game — your card might not have any conditions. If

your current game does not meet the card’s conditions, discard it and

draw a new one.

Once everyone has a card whose conditions are met, put away the rest

of the cards; you will no longer need them.

From now on, each hero player has a mission

to accomplish, or a special rule to follow.

You are not allowed to communicate about

the specific content of your cards — you’re

not even allowed to lie about it. You are only

allowed to share your suspicions about who is a

traitor, and to defend yourself, and only during

the discussion phases.

Certain missions and rules are more difficult to

succeed with than others, but the satisfaction

of being successful is then even greater!

MISSIONS AND SPECIAL RULES (C CARDS)

LEVEL 3

E

You must be the targetof at least one accusation,

but the accusationmust not be validated.

The Clown

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Examples✔ Emma: I think Henri is a traitor: He keeps reacting slowly.

✔ Henri: No, I’m not! Besides, I’m the one who flipped the timer!

✘ Marie: I think it’s because he has a mission to get the elf over there.

✘ Henri: No, actually my mission is about the dwarf. I need him to…

Special Rules Cards

These Role cards impose a rule to which you must adhere during the game,

which might (wrongly) make you seem like a traitor.

If you momentarily forget to apply the rule assigned to you, wait until

the end of the game to apologize, but get right back to following the rule!

Mission Cards

These Role cards give you a secret mission that you must complete during

the game. If you have a mission card, you can only win the game if the

heroes win and you have accomplished your mission.

At any time, if your mission has become impossible, you must confess,

“I have failed!” and reveal your Role card. You are then eliminated, and you

pass your Action tile(s) to your left neighbor.

ExampleYour mission would become impossible if you need the dwarf to do

something, but the dwarf has already escaped.

Note: In the rare case in which all players but one are eliminated, the game

ends immediately, and the remaining player decides whether the

heroes succeed or fail.

MISSIONS AND SPECIAL RULES (C CARDS)

LEVEL 3

9

ALLOWED

NOT ALLOWED

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Select all of the cards marked D. Shuffle them and deal one face down to each player. Secretly look at your card. Check the conditions on the lower part of your card. If your current game does not meet the conditions, discard it and draw a new one.

Put away the rest of the cards; you will not need them.

Variable Cards

If you have a card with a above the effect text, the main background

color indicates whether you are a traitor or a hero at the beginning of the

game; however, certain conditions fulfilled during the game can make

you switch sides!

Note: If you are colorblind, the left part of the symbol paperclipped

to the photo also indicates whether you are a traitor or a hero

at the beginning of the game.

Note: Certain cards refer to the Theft tile. Remember, this

is the tile that you flip over when the theft occurs.

PARTICULAR CIRCUMSTANCES (D CARDS)

LEVEL 4

DE

If the “ Do Something! “ pawn

is in front of you at the

moment when the Theft tile

is fl ipped, you become a traitor.

(You cannot place it in front of y

ourself.)

If there is any doubt (i.e., if

the pawn is being moved to or from

you at that

moment), then it counts as not being

in front of you.

The Turncoat

E

As soon as Sand Timer spaces

have been used,you become a hero.

Ms. Sees the Light

This guy

starts out

as a hero.

This guy

starts out

as a traitor.

MISSIONS FOR TRAITORS (E CARDS)

LEVEL 5

Do not read

this now!

Do not read this now!

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Play with all the cards marked E. Use the same setup as usual.

Traitor cards marked E give you a secret mission that you must complete

during the game. If you have a traitor mission card, you can only win

the game if the heroes lose and you have accomplished your mission.

At any time, if your mission becomes impossible, you must confess,

“I have failed!” and reveal your Role card. You are then eliminated,

and you pass your Action tile(s) to your left neighbor.

Divining the Missions

If the heroes win the game by escaping after the theft, the traitors have

one last chance to win.

First, each traitor reveals their Role card.

Traitors: One at a time, and in whatever order you speak up, you can point

at a face-down Role card and announce the hero mission you think it is.

Its owner reveals the card. If you are correct, you swap your card with

theirs; you join the winning team, and the other player is now a loser.

Obviously, each card can only be guessed once.

Then, reveal any remaining Hero Role cards, as at the end of any game.

Note: You can only guess missions , not special rules.

PARTICULAR CIRCUMSTANCES (D CARDS)

LEVEL 4

MISSIONS FOR TRAITORS (E CARDS)

LEVEL 5

11

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Kasper Lapp DESIGNER

Gyom ARTIST

Marie Ooms GRAPHIC DESIGNER

Nathan Morse TRANSLATOR

rue Sanson 4 BE-5310 Longchamps Phone +32 468 37 51 31 [email protected]

www.sitdown-games.com

A game from Sit Down! published by Megalopole. © Megalopole (2019). All rights reserved. ■ This game can only be used for private recreational purposes. ■ Visuals are non-binding. Shapes and colors may change. ■ Any reproduction of this game, in whole or in part, in any medium, physical or electronic, is strictly forbidden without written permission from Megalopole. ■ WARNING! Not suitable for children under 3 years of age. This game contains small parts which can be ingested or inhaled. Retain this information. Re

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